About Masota KaedinMasota Kaedin
Stats:
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DEFENSE -------------------- AC 18, touch 12, flat-footed 16 (+6 Armor, +2 Dex) HP 27 (2d10+8) Fort +12, Ref +7, Will +8 Resist Cold, Acid, and Electrical resist 5 -------------------- OFFENSE -------------------- Spd 20 ft. Melee MW Greatsword +7 (2d6+6/19-20/x2) and Dagger +6 (1d4+4/19-20/x2) Ranged Longbow +4 (1d8/x3) -------------------- STATISTICS -------------------- Str 18, Dex 14, Con 18, Int 14, Wis 10, Cha 20 BAB +2; CMB +6; CMD 18 Feats Armor Proficiency (Light, Medium, Heavy), Shield Proficiency, Weapon Proficiency (Simple, Martial), Power Attack Traits Blade of Mercy, Sacred Touch, Pioneer (Perception) Skills Diplomacy +12 (+2 Ranks, +3 CS, +5 Cha, +2 Racial) Handle Animal +9 (+1 Ranks, +3 CS, +5 Cha) Heal +5 (+2 Rank, +3 CS) Knowledge (Nobility) +6 (+1 Rank, +3 CS, +2 Int) Knowledge (Religion) +6 (+1 Rank, +3 CS, +2 Int) Perception +3 (+2 Racial, +1 Trait) Ride +7 (+2 Ranks, +3 CS, +2 Dex) Sense Motive +4 (+1 Rank, +3 CS) ACP -5 Languages Common, Celestial, Draconic Combat Gear Chainmail (40 lbs), Masterwork Greatsword (8 lbs), Longbow (3 lbs), Dagger (1 lb), 20 Arrows (3 lbs) Other Gear Explorer's Outfit (8 lbs), Backpack (2 lbs), Belt Pouch (.5 lbs), Bedroll (5 lbs), Compass (.5 lbs), Manacles (Simple Lock, 3 lbs), Soap (.5 lbs), Flint & Steel, 3 Rations (3 lbs), Canteen (1 lb), Dungeoneering Kit [two candles, chalk, a hammer and four pitons, 50 feet of hemp rope, a hooded lantern with 5 flasks of oil, two sacks, two torches, and four tindertwigs] (25 lbs), Grappling Hook (4 lbs), Silver Holy Symbol of Sarenrae (1 lb) Capacity Carrying- 107.5 lbs. Light 100 lbs. Medium 200 lbs. Heavy 300 lbs. Monies! 6 GP, 2 SP, 4 CP -------------------- SPECIAL ABILITIES -------------------- Aura of Good (Ex) The power of a paladin's aura of good is equal to her paladin level. Blade of Mercy When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon. Detect Evil (Sp) At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. Darkvision Can see perfectly in the dark up to 60 feet. Divine Grace The paladin adds her charisma modifier to all saving throws. Lay on Hands (Su) A paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage. Sacred Touch As a standard action, you may automatically stabilize a dying creature merely by touching it. Scion of Humanity An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. Skilled Aasimar have a +2 racial bonus on Diplomacy and Perception checks. Smite Evil 1/day (Su) Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. Spell-Like Ability (Sp) Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level). Background:
In order to tell the story of Masota Kaedin, one must first turn to her father, Sirreth Kaedin. For most of his life, Sirreth was a mage of little importance living in Cheliax with his wife Alma. Unfortunately for himself and his family, Sirreth had delusions of grandeur far beyond his station in life. He desired wealth, he desired power, and above all, he desired respect and fear from his peers. To gain all this, Sirreth turned to the devil Illazadiel and his infernal contract. Illazadiel offered Sirreth everything he wanted for a simple price: the soul of his unborn child. Sirreth agreed but was murdered weeks later by a mob of wizards, driven into a paranoid panic by the scope of his abilities. Sirreth got what he always wanted and deserved, and Illazadiel claimed his prize.
Months passed, Alma grieved her foolish husband, and the child continued to grow until the day of birth arrived. Alma's child was delivered stillborn, nothing more than a soulless husk. But where others would look down upon the scene and see only tragedy, the goddess Sarenrae viewed the empty vessel and saw hope as well as a chance for redemption. She imbued the child with a divine essence, giving life to her once again and granting the child a touch of divinity. Alma departed Cheliax not long after. A newborn that can speak Celestial has few friends in the nation of devils. Masota's mother finally settled in southern Brevoy, far away from the troubles of Cheliax. She did her best to raise her child as a normal girl but the gifts bestowed upon Masota also seemed destined to rob her of anything resembling a normal childhood. Masota's incredibly slow aging soon became all anyone in the town could talk about, especially after Masota took it upon herself to start healing the injured and sick amongst the town. Masota enjoyed several decades of near-celebrity status in her new home, though her past finally caught up to her forty years after her birth. Illazadiel's minions descended upon the town one cold winter night, searching for the girl that dared mock him by merely existing. Masota's mother gave her only child to a rider headed to Restov so that she may live. Alma correctly assumed that her own death would be enough to satiate the devil's bloodlust for now and remained behind in the burning town. Masota spent the next two decades living with the Gyran family, refugees from her town that had made it to Restov as well. As she grew into a teenager, she became increasingly focused on improving herself and her abilities. She told herself all of the training was to better serve Sarenrae...but deep down she desired revenge. At the age of 64, Masota left Restov behind...partially because she didn't want the same fate her mother suffered visited upon the Gyrans. She spent several years moving across Brevoy, healing those in need and trying to turn the morally corrupt back onto the path of righteousness. She made sure to never linger in one location for too long and requested that those she helped not spread her name. She made a living during this time from the charity of others, accepting gifts from those that wished to express gratitude for her help. This is how Masota obtained her horse, a special gift given to her by a priest that insisted she would make better use of it than he ever could. All of her wandering finally came to an end when she heard mention of the mission into the Stolen Lands. This was it. She was going to make this her mission. A mission worthy of Sarenrae. The Stolen Lands would be tamed and claimed in the name of Sarenrae. A kingdom would arise that could become a shining example of good in the world. And if she just happened to acquire the resources capable of ending the existence of that miserable devil...well...that'd just be a fun little bonus. Appearance:
Masota is of average height with an athletic build, though it's difficult to tell since she's rarely unequipped for battle. She looks to be fairly young; anyone making a guess as to her age would assume her to be in her early 20s. Her blonde hair is kept slightly shorter than shoulder length and her eyes are an exceptionally light shade of blue.
While her divine essence has done little to convince others that she's anything other than human, there are a few things about her that are a little...off. Anyone who cares to put enough effort into it might notice a few strange things about her appearance that give away her true nature. Her hair never grows, her skin is perfectly smooth (she doesn't have any pores and her skin never scars), her breath always has an invigorating scent, and her face is so perfectly symmetrical it's as if an artist painstakingly carved it from stone. Her voice is also strangely soothing, though those who listen can't quite put their finger on why it is. Anyone that can converse with Masota in Celestial might find her to be a bit too comfortable in its use. The only jewelry Masota wears is an old pendant that once belonged to her father. She keeps it as a reminder of what is at the end of the road for those that follow the path of temptation. Kismet, my horse:
Kismet
N Large animal Init +4; Senses Low-light vision, Scent; Perception +8 -------------------- DEFENSE -------------------- AC 19, touch 13, flat-footed 15 (+4 Armor, +4 Dex, –1 size, +2 natural) HP 19 (2d8+10) Fort +8, Ref +7, Will +3 -------------------- OFFENSE -------------------- Speed 35 ft. Melee Bite +5 (1d4+5) 2 hooves +0 (1d6+2) -------------------- STATISTICS -------------------- Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11 BAB +1; CMB +7; CMD 21 (25 vs. trip) Feats Endurance, Run Tricks Combat Training (Attack, Come, Defend, Down, Guard, and Heel) Skills Perception +8 ACP -3 Gear Riding Saddle (25 lbs), Saddlebags (8 lbs), Bit and Bridle (1 lb), 3 days of feed (30 lbs), Hide Barding (50 lbs), Cooking Kit (16 lbs), Mess Kit (1 lb), 50 ft. of hemp rope (10 lbs), Tent (30 lbs) Capacity Carrying- 171 lbs. Light 399 lbs. Medium 798 lbs. Heavy 1200 lbs. |